Contents

Background

They are chosen based on former military training from state governments or partisan experience[1], but generally lack the refined training that GDI missile squads receive. They wield Airburst rocket launchers, and are able to destroy aircraft and significantly damage tanks, especially when garrisoned in civilian buildings. Despite their status as militants, they are well trained enough and considered essential that neither the Black Hand's desire for purification nor the Marked of Kane's reliance on cyborgs could cause their removal from their respective selections of infantry.

The rocket squads are easily recognizable by their red ponchos with Nod's emblem, along with red hoods and white scarfs covering their faces. This stands in contrast to regular militants, who wear gray civilian clothes or TWII Nod combat armour.

The Black Hand faction gets the Black Disciple upgrade instead, which adds a Black Hand trooper instead of a Confessor. This gives the Rocket Squad a short range anti-infantry defense and ability to clear garrisons (Ctrl+A).

In-game

They are marginally effective against other infantry and can easily be killed by rifleman squads, grenadiers, or buzzers. Anti-Infantry specialists such as sniper teams can eliminate entire regiments of them without too much trouble. The best way to use them is in garrisoned buildings or from ambushes. Otherwise, they don't stand much of a chance.

Assessment

Pros

Cheap and effective anti-armour and anti-air unit, best results when massed

An economic and useful support unit for tanks lacking anti-air capabilities

Can provide a good defensive line if garrisoned inside buildings or a Reckoner